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It's almost like splitting a queue instead of dialing back Aim Assist was a poor solution that anyone could have seen a mile away. Who'd a thunk it would be wasted Dev time and resources?
As a keyboard/mouse user who's played the game since Custom Edition, I'm almost regularly higher than the rest when it comes to scores.
If you want to use keyboard and mouse don't get uppity or upset about Aim Assist, it's not as powerful as you think.
When using a controller, the crosshair has a bit of physicality to it. You can imagine it as a rolling ball. It's slow to start moving, slow to stop, and has an additive acceleration curve. It moves slower when using certain vehicles for balance purposes, too. Pointing your crosshair at a target is like rolling that ball through a sand pit. This is called Aim Friction. If you don't move your joystick, the crosshair comes to a stop, rather than continue rolling passed the target.
In addition, when a target moves while within a certain distance of your crosshair's aim, it creates a sort of wave or wind in its wake that pushes the crosshair in the same direction. People call this aim "magnetism," but it doesn't have any magnetism or gravitation to it, it's more like idk, Aim... drafting? It needs a better name but I don't have one. It can make it easier to track a target because you're already being pulled in their direction, but it still requires manual aim and uh, let's just say it sometimes doesn't play nice with grenades lol
People also sometimes confuse aim "magnetism" with Bullet Magnetism, which makes rounds more likely to hit for everyone.
But then if joystick input is a rolling ball, mouse input is straight-up ball lightning. Instant max speed from zero, and almost nothing in the game can move it around or slow it down except you. You can turn your character around completely in an instant and start placing shots exactly where they need to be. For those who like the physicality of the controller's aim, it's a hard adjustment, but it has some extreme advantages for the best players in the game. The new control scheme is a little hack-ey, and breaks the balance on some things (Banshee, Sprint, Turret, Crouch, etc.), but it does a good job of functioning like mouse players expect of a shooter. Higher skill floor, higher skill ceiling.
tl;dr: Joystick players have years of experience and some assistance, but mouse players who are real good at tracking can easily take them on.
I understand how overwhelming it can feel when someone hits you with every hit all the time every time. The counter to that is to not be in a position where you will be hit all the time every time. You have to think a step ahead, oftentimes two-steps ahead.
I found that my best strategies are from understanding the field and getting a good gist of who has what weapon, if you're in a position where you're not shooting first that is not aim assist's fault.
I use mouse+keyboard, if I hadn't already said so.